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 Post subject: Jedi Knight
PostPosted: Sat Aug 22, 2009 9:43 am 
Mandalore
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Joined: Mon Sep 03, 2007 12:15 pm
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Faction New Republic 23

HP: 110
Def: 20
Atk: 11
Dmg: 20

Melee Attack.
Affinity (Old Republic, Republic)


Force 4
Lightsaber Defence
Lightsaber Assault
The Jedi Knights are the guardians of peace and justice at many times throughout galactic history.
Tell me what your thoughts would be about how a piece like this would effect the meta.

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 Post subject: Re: Jedi Knight
PostPosted: Sat Aug 22, 2009 6:16 pm 
Customizer Extrodinaire
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Good starting stats, there's a lot of potential for a piece like this. :)

First of all, the name would have to change. We already have a Jedi Knight from RotS (I know there are 2 Jedi Guardians, but I think in general it's best to avoid 2 pieces with the same name)
Maybe Elite Jedi Knight? :P

The stats in general are quite high for 23 points. I'm not saying that that is a bad thing, you just have to be careful not to push them over the edge, especially with some of the available CE's.

Force 4 is also unusually high for a lower costing figure, and coupled with powerful abilities like Lightsaber Defense and Assault, give the piece a ton of power.

As is, this piece could really shake things up in the meta, it would be kinda like the new JWM. To make it a bit more balanced, I would suggest...

1) Lower the HP and defense a tad
2) Giving him Double Attack and remove Lightsaber Assault
3) Replace Defense with Block/Deflect/etc
4) Lower force to 3

If these changes were made, it would still be a useful piece (especially in OR) that could be used as intereference or beatstick support, but wouldn't become too much of a game changing piece.

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 Post subject: Re: Jedi Knight
PostPosted: Sun Aug 23, 2009 6:52 am 
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The reason for the force 4 and assault was because I didn't want him to have double attack, as is he can only get 2 attacks in a round 4 times per game, and may not re-roll when he does it. I'd rather raise the cost than eliminate that though perhaps I could reduce the number of force points.

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 Post subject: Re: Jedi Knight
PostPosted: Sun Aug 23, 2009 8:30 am 
Unnamed Wookiee
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Drop the attack by 1. If he's gonna have Republic Affinity, you might as well give him the ability to benefit from Qui Gon, JT's CE.


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 Post subject: Re: Jedi Knight
PostPosted: Sun Aug 23, 2009 8:33 am 
Droid Army Commander
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theME wrote:
Drop the attack by 1. If he's gonna have Republic Affinity, you might as well give him the ability to benefit from Qui Gon, JT's CE.


He'll also Gain the +4 in the OR from Malak


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 Post subject: Re: Jedi Knight
PostPosted: Mon Aug 24, 2009 9:51 am 
One of The Ones
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I don't really see what the point would be in adding a piece like this. Yes, it's a different option than the Jedi Weapon Master or OR Jedi Battlemaster....but is there a specific niche you're trying to fill here? Just seems....vanilla is the word that comes to mind. Nothing special to really make you go "ooh, I'll play one of those instead of the JWM." I would tend to agree that if you made them a +10 attack, then at least they would work with Qui-Gon JT. That might make them worth it.

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 Post subject: Re: Jedi Knight
PostPosted: Mon Aug 24, 2009 10:31 pm 
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Primary thought was must choose between Assaulting or Double attacking. Just thought it might be neat to see a piece that would make a player choose between attack and defence a little more.

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 Post subject: Re: Jedi Knight
PostPosted: Wed Sep 23, 2009 1:37 pm 
Unnamed Wookiee
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I think Assault works best, being as both Republic and old republic have the ability for Extra Attack (both of which will normally be used in squads now) This does give the knight the ability of single +extra attack if based (thus allowing the use of fps for rr's)

Also a Knight should not be a readily available piece, cannonly knights were generally rather strong in the force (and while not masters) had a different array of force abilites

Block/Deflect are correct, most knights were very good at this
Assault is good too being as they were strong wielders
Stats are close but being a Knight they should not benefit from Qui-Gon, as they no longer have masters.

I'd Say bump the Cost up to 30ish~ and do these stats
HP: 70 (from 110)
Def: 17 (from 20)
Atk: 11
Dmg: 20

Melee Attack.
Affinity (Old Republic, Republic)
Synergy (+3 Attack/+3 Defense while an allied character with a force rating is within 6 Squares)


Force 4
Lightsaber Defence
Lightsaber Assault
Force Absorb

The Jedi Knights are the guardians of peace and justice at many times throughout galactic history.

The most they could be boosted to Defense is 23 (27 in cover) which is starting to become normal now, yes it is high, but the boosting requires him and Yoda (85 points).


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